I replaced the vertex cluster concept with Morph Targets. Much easier than figuring out vertex handling mechanisms. In the future, I want to use floating bones though. Thanks for the help guys...
Material, probably not. Vertex color, I'm not sure but try this. Zbrush paints to vertex color so maybe. http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Coloring_polygons_Make_vertex_colors_visible.htm,topicNumber=d30e167413
Thought so :D I'll just have to be mega economical with lightmaps and spread the vertex lighting love wherever possible. Although vertex lighting looks absolutely gash on the low-poly foliage meshes :\
ptex is bound to the vertex ID of the object... so every object needs its own ptex file... if you change the vertex order the ptex file is gone... i would say that is not working for games...
Argh, I had never thought to do this with a vertex shader. So easy and simple. But I also got some good results with the point cache modifier and vertex animations. Thanks for the hints guys! :)
You need to spherize you vertex normals to get it to shade better in engine. Ive never used that scrips or worked in max. there should be a way in max to transfer a spheres vertex normals to your tree
UDK recalculates vertex normals on import, so hand-tweaked vertex normals don't come in. However it does support Smoothing Groups, so hard edges are preserved. Just no hand-tweaked normals. :(
Last time I asked there was no one click solution for custom vertex normals in 3d Max. http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1
The December update to the UDK has brought us Epic's latest engine updates as always, but this time it's including support for iOS and the entire code and content for their Epic Citadel game and an additional castle map for it. The entire update focuses on the mobile support as you might imagine, but there is more updates…
Well, it's a bit of both isn't it ? On one hand, I don't think Pwnisher has any single cynic bone in his body and his challenges manage to carry the old school feel of otherwise long gone exciting community efforts (Vertex, Dominance War...) - and the inspiring results speak for themselves. On the other hand, the end…